| #version 310 es | |
| #extension GL_QCOM_tile_shading : enable | |
| layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in; | |
| layout (shading_rate_xQCOM = 2, shading_rate_yQCOM = 2, shading_rate_zQCOM = 3) in; | |
| layout (set=0, binding=0, tile_attachmentQCOM, rgba32f) uniform readonly highp image2D input0; | |
| layout (set=0, binding=1, tile_attachmentQCOM, rgba32f) uniform readonly highp image2D color0; // attachment0 | |
| layout (set=0, binding=2, tile_attachmentQCOM, rgba32i) uniform writeonly highp iimage2D color1; // attachment1 | |
| // depth/stencil attachments | |
| layout (set=0, binding=3, tile_attachmentQCOM, rgba32f) uniform readonly highp image2D depth; | |
| layout (set=0, binding=4, tile_attachmentQCOM, rgba32ui) uniform writeonly highp uimage2D stencil; | |
| void main () | |
| { | |
| uvec2 uoffset = clamp(gl_GlobalInvocationID.xy, gl_TileOffsetQCOM, gl_TileOffsetQCOM + gl_TileDimensionQCOM.xy - uvec2(1.1)); | |
| ivec2 offset = ivec2(uoffset); | |
| // read from attachments | |
| vec4 colorA = imageLoad( color0, offset ); | |
| vec4 colorC = imageLoad( input0, offset ); | |
| float d = imageLoad( depth, offset ).x; | |
| uint s = uint(2); | |
| // compute output values | |
| vec4 outColor = ( colorA + vec4(1.0f) + colorC ) * 0.33f; | |
| float outDepth = d * 2.0f; | |
| uint outStencil = s + uint(1); | |
| // write to attachments | |
| imageStore( color1, offset, ivec4(outColor) ); | |
| imageStore( stencil, offset, uvec4(outStencil) ); | |
| } |